Injury
As Injury is a core part of the game, it is discussed in detail here. While a unit may have a certain number of Wounds, when their Wounds drop to 0 they are not necessarily removed from the game. Instead, players makes a d20 roll to determine how Injured the unit is. This may then allow a unit to recover, fight back, and even win against difficult odds; or for them to immediately be Incapacitated and have their warband lose all hope, routing in the process. As you can see, games hang in the balance based on Injuries.
This section will explain what each Injury is, how they work, and all of the situations where Injuries come into play.
Getting Injured
Before explaining how each Injury Type works, it's first important to understand how units become Injured in the first place. This primarily happens in one of three ways:
- Units are attacked in Melee, Ranged, or by Spells and enemies make successful Injury Checks against them
- Units are targeted by Spells and enemies making successful Injury Checks against them
- Units Fall after failing an Agility Check of some kind (such as Climbing Up, Climbing Down, Jumping Across, or Jumping Down) and fail their Mishap Roll
As you can see, some Injuries are inflicted by Injury Checks and others by Mishap Rolls. Understanding the difference is important.
Injury Checks
Injury Checks may seem a bit unintuitive at first, but quickly become second nature during play. Injury Checks are never actually explicitly rolled. Instead, they are determined by an earlier d20 roll (either a Melee Check or a Ranged Check) that was made as part of an attack (either a Melee Attack or a Ranged Attack), assuming that earlier Check was successful.
To determine the result of an Injury Check, simply take the value of the previous Check, modify it using Injury modifiers, and determine the result based on the following chart:
Injury Check Chart
| Attack d20 Roll | Result |
|---|---|
| 1-14 | Dazed |
| 15-17 | Stunned |
| 18-20 | Incapacitated |
Injury Modifiers
Injury modifiers modify the value of the d20 roll made when checking for Injury. That means it is modifying the Melee, Ranged, or Cast Check roll. This is done for the purposes of the Injury checking only, and does not determine whether the Melee, Ranged, or Cast Check itself succeed (those are instead modified by Melee, Ranged, or Casting modifiers, as you would expect).
Injury modifiers that are part of a unit's stat block only apply to Melee Attacks, while modifiers that are part of weapons are only applicable to attacks made with that weapon. This modifiers can stack (so a Hammer with +4 Inj and a base Inj modifier of +2 would give a total Inj modifier of +6).
Mishap Rolls
Sometimes the rules call for an 'Mishap Roll', which works differently to calculating Injury Checks. This Roll is called for when resolving Falling, for some Spells, and for some other instances.
To make an Mishap Roll, simply roll a d20 and consult the Mishap Roll Table below. Note that a 1-11 has no effect. This means that, unlike an Injury Check, there is no guarantee that a target will be Injured at all.
Mishap Roll Table
| d20 Roll | Result |
|---|---|
| 1-11 | No effect |
| 12-14 | Dazed |
| 15-17 | Stunned |
| 18-20 | Incapacitated |
Falling
As Falling is the most common way for an Mishap Roll to be made, the calculation is included here for reference.
When a unit Falls, roll on the Mishap Roll Table. For every extra full inch above 2” that the unit Falls from, add a +2 modifier.
For example, if a unit fell 3" from the top of a building, the Modifier would be +2 (as per the Falling rules). If a player rolled a d20 and got 13 as the result, the unit would be Stunned (as 13 + 2 = 15).
Injury Types
Each Injury Type is detailed below. They are ordered from most severe to least severe. Besides Incapacitated (which is generally permanent for that game), a unit will move from a more severe injury to a less severe one over a few turns, eventually no longer being injured. So a Stunned unit would become Dazed on the player's next turn, then Staggered on the player's next turn after that. Finally, a Staggered unit would go back to being uninjured at the end of that turn.
Incapacitated
This unit's model is removed from the board and will have to roll for Scars after this game. This unit now counts towards the Rout Threshold for that unit's warband. If too many of a player's units become Incapacitated, their warband will begin making Rout Checks. If they fail a Rout Check, they lose the game.
Stunned
A Stunned unit cannot do anything. It is represented by placing the unit's model on its side, face down.
- If a Stunned unit is attacked in Melee, they are immediately Incapacitated, no Melee, Defence, or Injury Checks required.
- A Stunned unit cannot be targeted by an enemy in Melee, if that enemy has another valid target that is no Stunned or Dazed.
- Stunned units will recover to Dazed in the controlling player’s next Upkeep phase.
Dazed
A Dazed unit cannot do anything except move 1". It is represented by placing the unit's model on its side, face up.
- If a Dazed unit is in Melee Combat, it may use its 1" of Move to Disengage from combat. This is done during the Move Phase.
- It may only Disengage if all enemies that could target it in the upcoming Melee Combat have another valid target that is not Stunned or Dazed.
- Enemies attacking Dazed units do so with Advantage.
- If a Dazed warrior fails a Defence Check in Melee they are immediately Incapacitated, no Injury Check required.
- Dazed units will recover to Staggered in the controlling player’s next Upkeep phase.
Staggered
Staggered units can Move or Engage at half speed. Effectively treat the unit as if its Move stat is halved (rounded up) for the turn. It can otherwise act normally, but all Checks made by it are rolled with Disadvantage until the end of the current turn. So if a unit recovered from Dazed to Staggered, they would recover from Staggered at the end of the controlling player's turn, and the unit would no longer have Disadvantage.
Ranged Attacks Against Injured Units
You may have noticed that Melee Attacks made against Injured units are much deadlier. This is not the case for Ranged Attacks made against Injured units. In this case, roll for Injury Checks as normal. If the Injury Check would inflict a less severe Injury than the one the unit already has, nothing happens.
Injury & Ledges
Whenever a unit is Dazed or Stunned within 1" of a ledge that has a drop of at least 2", that unit makes an Agility Check.
If the unit fails, then it Falls, landing at the bottom of the drop at a place where it is not 1" from another edge. If it would be somewhere within 1" of a ledge, it instead keeps falling. Add the total height together and make single roll.
Units cannot Fall if there is something that would reasonably prevent it from doing so, such as a railing or a low wall. If there are multiple sides that a unit could Fall from, determine which side it does so at random.
Units with Multiple Wounds
All previous rules for checking for Injury and for Mishap Rolls have made the assumption that the unit only has 1 Wound. However, some units (especially heroes) will have more than 1 Wound.
Wounds essentially create a buffer for a unit before they can become Injured. At any point that a unit would become Injured, it instead loses 1 Wound first (this includes from things such as Falling or when a Spell immediately Dazes a unit). If this would bring its Wounds to 0, then it is injured as normal.
So a unit with 3 Wounds could lose 2 Wounds instead of making a check for Injury, or if they would otherwise have been Injured from an Mishap Roll. After that, they will need to make Injury Checks or Rolls as normal.